Extension

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Obsolete: This article refers to an aspect of the game which has been removed. It is retained for historical reference only.
Extension
Level 5
School1 Enchantments
School2
School3
Source(s)
Casting noise 0
Spell noise 0
This spell extends the duration of most beneficial enchantments affecting the caster.

Extension is a level 5 Enchantments spell which extends the duration of certain enchantments affecting the caster.

Useful Info

Extension prolongs the effects of enchantment spells, as if you had just recast the enchantment with the spell power of Extension (exceptions: Ring of Flames and Condensation Shield). Only enchantments with a corresponding spell can be extended, and you must have that spell memorized to extend it. Chance of extension is 50% + spell_success_rate, so you can fail to extend spells with a "Poor" success rate or lower.

For each cast of Extension, you have a 50% chance of gaining 1000 points of magic contamination. You'll always get another 1000 points of contam when extending Haste or Invisibility (stacking).

The duration of extension depends on the spell in question:

100 turns max:

80 turns max:

  • Haste (min 40, 100 turns maximum if wearing an amulet of resist slowing)

50 turns maximum:

30 turns max:

Extended only by a few turns:

Extension can allow you to maintain any of Xom's enchantments as well, including the unique Stonemail spell.

Strategy

A "convenience" spell. Makes it easier to play optimally, i.e., to continuously renew buffs during exploration. If you want to keep multiple enchantments active, then Extension saves both time and MP.

As an example, the following set could be sustained indefinitely, if you had the individual spells memorised:

Adding Necromutation obviates the need for Resist Poison and disables both Stoneskin and Regeneration:

Extending Phase Shift is usually problematic. It has a cap of 30, and a warning of about 5-6 turns before expiration. Extension causes an average of 500 contam, which is lost every 20 turns. At power 100, Extension sets the Phase Shift turns to about 25 on average. Thus, you have to wait a few turns after the warning to use Extension, and even then, it can often lead to mutagenic glow.

Changing init.txt

To get the most out of Extension, you should change your game configuration to inform you when you need to recast the spell.

Add the following lines to your init.txt. They will cause the game to stop when your spell effects are about to expire.

travel_stop_message = duration:
force_more_message = duration:

travel_stop_message = You are starting to lose your buoyancy
force_more_message = You are starting to lose your buoyancy

travel_stop_message = You have a feeling this form
force_more_message = You have a feeling this form
message_colour = lightred:You have a feeling this form

travel_stop_message = Your transformation
force_more_message = Your transformation
message_colour = lightred:Your transformation

travel_stop_message = You feel uncertain
force_more_message = You feel uncertain

travel_stop_message = Your deflect missiles
force_more_message = Your deflect missiles

Then, adjust the extension spell to a letter you like (for instance 'z' so you tap 'zz') and/or add a macro for it.

After that, whenever you get a duration message, dismiss the --More-- prompt and cast Extension.

Occasionally a spell will only be extended for a few turns or even one turn, so if you get any kind of expiration message immediately after casting Extension, cast it again.

It is a good idea to wield a staff of enchantments when you are traveling or doing non-combat activities, so that your extensions will last longer.

Extending Haste

It is possible to use Haste while also using Extension, although you do not want to cast Extension while you are hasted, as this will soon lead to mutagenic levels of magical contamination.

One way to safely combine the two spells is to cast Extension with a staff of enchantments wielded, ideally multiple times (so that your enchantments last more than 80 turns, the maximum of Haste). Then, cast then Haste itself (which will be in force for 40-80 turns). You may also want to wield a lantern of shadows, to increase the chances of Haste taking less than 50 turns, so that it expires before Ozocubu's Armour and Control Teleport.

A simpler method is to re-cast any individual spells that expire before Haste does; once Haste itself expires, you can safely cast Extension again if you are not already substantially contaminated.

Should you find yourself glowing as a result of accidentally extending Haste, make certain to not extend it again. An amulet of resist mutation will ward off mutation 90% of the time; if playing as an undead (or if necromutated), you will rot instead of mutating, which can be cured via the means outlined on the rot page.

If you want to turn invisible, use a ring of invisibility or cloak of darkness to turn visible when no longer needed.

History

  • Extension was removed in 0.8.